Alienz Debate
measles
Join Date: 2007-02-26 Member: 60122Members, Constellation
<div class="IPBDescription">for non-rine *happy panda*</div><img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
I am truly sorry if I don't make alot of sense but 1|\|5@nITy is my creed.
What I am saying is RT's can be used as a sentry point for gorgs, the tower takes the damage of *most* bullets, giving the gorg time to gain resources..
Also, it shouldn't need be alone. As any *lower* lifeforms in the vicinity should be *close-by*. What I mean by that remark is that higher-lifeforms become leaders. The leaders of the team.
Please tell me I am making sense.. <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
I am truly sorry if I don't make alot of sense but 1|\|5@nITy is my creed.
What I am saying is RT's can be used as a sentry point for gorgs, the tower takes the damage of *most* bullets, giving the gorg time to gain resources..
Also, it shouldn't need be alone. As any *lower* lifeforms in the vicinity should be *close-by*. What I mean by that remark is that higher-lifeforms become leaders. The leaders of the team.
Please tell me I am making sense.. <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
Comments
It involves RTs, mounted turrets, and gorges with little fighter pilot goggles. Infer what you will.
Ever heard of off-siding? Like skulks don't go further than towers, un~less higher lifeforms attached. Gorgs should gather extra res, and players should goto waypoints. Gravity could become harder/heavier - easier/lighter. E.g> Umbra Upgrades
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I really have no idea about what you are talking about...
I really have no idea about what you are talking about...
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I gotta agree with the Bloo: Think first, write later...
That until a team has fades or Oni, that the skulks and lerks should never venture past the line in the sand of their teams RTs, and instead of pressuring marine Res and expansion early on, should instead all act as a Rapid Response Force to thwart any agression against the RCs...
I don't think it works, even in theory. As the marines are much more capable of pulling off such stalling tactics, despite limited mobility early on...
By no means am I saying wait for the highest lifeforms, I am just saying skulk should NEVER turn there back on an egg, and pay attention to Gorge. Lerks on the otherhand would be wiser to pay attention to skulks, trailing them as a shepard might.'
[If I didn't ,make sense 2 you that time perhaps your an illiterate *Happy Panada*, and would be better to stick to games that are desighned for PPL of your apparent I>Q; Counter-Strike? Dodge Ball?
The 1st chamber built is a sensory. 2 Placed on what is essentially the only 2 entrance routes [2 current hive], in positions that might be difficult for the 'lone' marines to pounce on.
hat gives team-2 now 2 active gorges, both heading in a different direction. They need not be alone, and should probably use the 'Scent of Fear' upgrade, enabling them to see whats coming. Sorrounding skulks should take a cloaking upgrade, when an enemy approaches the Gorge will spit and warn of enemys before they come into sight, enabling cloaked players to take formation.
When they come across another resource node, the existing Gorge should make some 'OC's and return to skulk, whilst an accompanying skulk should Gorge and build 'RC', (fter it has destroyed existing RT if there is one).
In the example I have given, <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> detail is as follows;
Make a patrol route between SC's deposited.
Watch Mini-map for conflict, and where the creation of a new hive is likely, assistance should be provided.
In the location of the building hive a 3'rd SC should be built and a gorge can lay in wait and warn, (not randmomly spit on the hive) when danger DOES approach.
The lerk patrolling have'A' has only to go to the center of it's patrolling route to 'use' hive to 'tele' to proposed hive site 'B'.
Team 2 shouldn't need a <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> till 2nd <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> is building.
Don't you love irony? You say the people not understand you are illiterate, but your grammar skill are awful. Your post should look something like:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If I didn't make sense to you that time, then perhaps you're an illiterate ######, and would be better to stick to games that are designed for people of your IQ level. Maybe Counter-Strike or Dodge Ball would be better suited for you.<!--QuoteEnd--></div><!--QuoteEEnd-->
Rewriting that sentence to make sentence takes time and energy, which few people have. I don't care if English isn't your first language, THAT'S NO EXCUSE FOR ###### ACRONYMS AND BAD SPELLING. Your post is littered with acronyms, incorrect symbol placement, bad spelling, and is in general difficult to understand. Go back to school.
<!--quoteo(post=1616913:date=Mar 25 2007, 09:39 PM:name=Pikminwars)--><div class='quotetop'>QUOTE(Pikminwars @ Mar 25 2007, 09:39 PM) [snapback]1616913[/snapback]</div><div class='quotemain'><!--quotec-->
Don't you love irony? You say the people not understand you are illiterate, but your grammar skill are awful. <!--QuoteEnd--></div><!--QuoteEEnd-->
If I may make just a little grammar nitpicking of my own to make your otherwise on-track flaming not backfire:
<!--fonto:Courier--><span style="font-family:Courier"><!--/fonto-->Don't you love irony? You say the people who do not understand you are illiterate, but your grammar skills are awful.<!--fontc--></span><!--/fontc-->
Remember, if you're flaming about another's grammar you have to not make the errors you are flaming about. Now I'm not claiming I'm perfect, hell I make plenty of typos and grammatical errors, but at least I'm not making a fool of myself.
BACK ON TOPIC:
Forgive me, but while your word choices are interesting you are not being clear. I suppose you are talking about what are good tactics for different classes to work as a team? Yes?
Remember, if you're flaming about another's grammar you have to not make the errors you are flaming about. Now I'm not claiming I'm perfect, hell I make plenty of typos and grammatical errors, <b>but at least I'm making a fool of myself.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
*off-topic*
Nice job XD
And like my mistake hardly matters, it's one mistake compared to the 9000 errors measles has in their post. Nitpicking involves picking out small mistakes. I was correcting huge ones often making the sentence nearly illegible.*off-topic*
Anyways...
People won't abandon you as a gorgie if you get a mic and tell them not to abandon you. Simple as that. As long as you give them things to do, they should stick with you. In one game I recently played, about 5 people went gorge in the same area. We then spend a good deal of time as a gorge squad and would move around healing people and building chambers.
Oh yeah, I still have no idea what you are talking about.
If you try to only pick out the main points of your idea and not using around 10 examples which all have different meanings.
To comfort you: at least you don't write week-long essays about you suggestion in viking runes like another certain person *couch*.
Anyways, try to make your idea more understandable to the public and you MIGHT get this banana sticker...
<img src="http://www.mickwinters.com/myspace_photos/banana-sticker.jpg" border="0" alt="IPB Image" />
1. The hive cannot use MC, it is an 'NPC' of sorts that doesn't use speed'silence' or adrenaline!
2. Even in desperation, the marine team is very likely to try a rush of sorts on the 1st hive, and seeing defenceless MC are going to take advantage of that.
3. MC are not <i>always</i> the best option for the 1st hive.. Or even the second. [This is 3.2 kiddies, things have changed AGAIN!]
I would also like to point out the dangers of spamming chamber an unoccupied hive region. this can cause a blockage, making it impossible for the hive to drop!
If you "dun care" then kindly don't post. If you don't feel it to be a good thing to share strategy and ideas with your team, then you should be playing something far more individually oriented, such as counter-strike, an offline game, or even sticking to CO. NS is a team game, communication is what makes a team more than just a bunch of people not killing each other...
As for Motion Chambers... The innitial offering, speed, longer attacking ability, & silence, are all still very valuable to a team. Increased speed is always good for the aliens, as not everyone has mastered, has interest in mastering, or even knows about the engine exploits that skulks have been balanced around. Adrenaline allows a single skulk to kill an RT a little bit faster, and allows Gorges and Lerks more liberty in using their attacks. And Silence, if you're good, is practically as good as Cloaking for a skulk. Although MT undoes that, most marine teams tend to put off MT a good while.
Also, that *happy panda* retardation makes me think xenocidal thoughts upon the species <a href="http://en.wikipedia.org/wiki/Giant_Panda" target="_blank">Ailuropoda melanoleuca</a>. Don't endanger them any more than they already are. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
I din't say that MC is not useful. I said that it is not necersarily the best as 1st option EVERYTIME.
But it was very thoughtful of you to deliberate on the subjct and give this 'debate' some substance.
Now would you like to give the reasons why it wouldn't be as helpful to get DEFENCE chamber at 1st? Sensory chamber at 1st?
I beleive it is a manner of reading the oppositiion and having the ability to 'roll with the punches'.
In anycase my main point is that watever chamber is chosen is also helpful outside the confines of the hive vacinity!
Overall, I am suggesting that aliens (esp <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> ) stop acting like silly *Happy Panda* waiting to be *Happy Panda*! Take charge <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> , the <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> needs you!
Alright, I'll indulge you a little more.
The sensory chamber is generally relegated to the final chamber slot because it's abilities as an upgrade provider are limited at best. Sure, SoF is a wonderful tactical advantage, but if it's the only upgrade you have, you only have a intelligence advantage, which can be minor in the scale of things.
Focus is nice, somewhat. It increases single shot damage, but also slows the attack rate. (It only makes a difference at fade, allowing swipe to OHK a vanilla marine. (And unless the aliens are very good, and the marines equally bad, a fade isn't likely to be going up against a vanilla marine often or for long.)
And I personally love cloaking. It levels the alien-side playing field more towards my skill level, but it is too easily counterable by MT and even Obs spamming...
Defense, with the shifting of the movement chamber '+use' ability to the area beneath the hive, is a viable first chamber, although it often gets stilted because two of the three abilities are generally only useful to the higher lifeforms. (Since the early game is about 80% skulking, with lerking and gorging making up the rest.)
Carapace is lovely, makes all the life forms a small bit more sturdy. But for Skulks it doesn't add nearly anything, (sure it triples their in build armor... but it's only 20 extra.) for Lerks and Gorges, it's a little bit nicer, but still not quite great.
Regen is great, for Onos. And it makes hitting and running a fair bit more 'hitting' than 'running' for lerk and fade, but for skulk and Gorge, it's not nearly as useful.
Finally: Redemption is nearly useless for gorges & Lerks, and completely wasted on skulks.
While you might see DCs occasionally now off of a first hive, most still want the features of the MCs. SCs are still out because they're too counterable. Leaving the Aliens effectively without upgrades after that...
Honestly, I'd much rather they unchain the Chmabers, but limit the number of upgrades you could take per hive. It would put a little more freedom and tactical choice into the alien side.
I think it's nice that someone takes time to be a bit innovative when it comes to their language. Keep going.
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Gee tanksh mehte!^^
I beleive that the underlying issue of this 'chamber' dilemma is that they're not situated in useful positioning in the beggining.
With carapace a skulk can take more bullets from an un-upgraded gun.
With sensory a skulk can OHK a rine with LVL0 armour.
The adrenaline upgrade is great when you have 2 hives, as for a number of critters using the 3rd ability cost alot of energy.
I still say that MC is prefrable for 2nd hive upgrade. And it is best to be inter-changable with SC/DC.
You say yourself that when the game gets going the things that sc/dc do are quite unhelpful. So utilize them.
I was/am really tired so I am being really vague.
It just seems to me that your lieing to/blindsideing yourself. MC traits are so secondary!
Leap is loud. with MC you can silence. + it takes alot out of a skulk, you can adrenalize.
There are boud to be more higher lifeforms by the time the 2nd hive is up. a gorg may need adrenaline to keep up heals. Plus bile takes a ishload of energy.
When it comes to lerk, umbra and spore take about the same amount of energy. pretty much without adrenaline, you can spore umbra and bite once before your out of breath.
I could go on but it's really futile, because either you're of a simple mind and you'll never last. Or you can see what seems so blatant to me, and stop ######ing MC.
Fades and Onoses need the speed of celerity. It's the most important upgrade. Cloaking wears off with armor upgrades, obs and scans.
I would love going sc first, but celerity is too important.
As for the second chamber...
DC helps these forms live longer. SC gives focus, but that can be risky.
MC is secondary, don't fuXing argue with me. I looked it up in the dictionary.
Skulks are crap.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm... Don't think so ! <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
<!--quoteo(post=1619060:date=Apr 5 2007, 12:35 PM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Apr 5 2007, 12:35 PM) [snapback]1619060[/snapback]</div><div class='quotemain'><!--quotec-->
Fades and Onoses need the speed of celerity. It's the most important upgrade.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree for the onos, not for the fade. Fade with regeneration, carapace, or focus is really good.
I think MC should be choosen as the first chamber because it makes the skulk faster with celerity and it allows lerks to gas a lot, with adrenaline or only with celerity and a MC nearby. About the onos, you don't need MC first for it. Normally, when you could have an onos, you have at least 2 hives, then you can get MC as the second chamber.
<!--quoteo(post=1619060:date=Apr 5 2007, 12:35 PM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Apr 5 2007, 12:35 PM) [snapback]1619060[/snapback]</div><div class='quotemain'><!--quotec-->
SC gives focus, but that can be risky.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can't win by avoiding getting risk <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Skulks are crap. <!--QuoteEnd--></div><!--QuoteEEnd-->
Sigh...Skulks are great in the right hands. I find SC actually helps them more than other lifeforms (except maybe a focus fade). With the right play style: Focus+lerk backup=Domination. Focus+leap=Domination. Early game cloaking=Domination.
Already you should be able to see the hint of the level of teamwork required to make sensory a viable chamber choice on pubs. You won't find that 9 times out of 10, and chances are in that 1 out of 10th game you could have won without any chambers.
I love sensory first. I think it's fun as a Skulk and Gorge. SoF and Cloaking are nice, I don't like Focus but that's because I take down RTs and it's faster without it. I love it even more when you have Gorge's actually covering the map with chambers and the whole team stalking about keeping nodes clear or in your hands. But then again, any game with any chamber will be won if your team is doing that.
The only difference is if the Marines pull off a Hail Mary you're gonna be out of more useful chambers for higher lifeforms. Sure, I've gotten Cloak on an Onos before but I was screwing around eating marines in the middle of nowhere. We had them bottled in their spawn for the most part.
You can't win any X Chamber > Y Chamber argument because most people are arguing for the public server playerbase, where most people don't even know when you DO drop the Hive though it's right on their HUD.